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Demo Impressions Video

SpawnShooter

This partys getting crazy
Hey everyone, a user on another forum asked me to record my impressions of the DmC demo so I thought I'd share. :)


I also want to point out I talk about a few spammable things in the demo which I realised have been discussed already but as I mention in the video they're used at the players discretion which I'm sure people agree. I only had about an hour with the demo and was just saying the things that stuck out not trying to get too in depth. Anyway hope you lot enjoy :)
 
That's a legit score. The repetitive combat may change in the final game as you get more weapons and enemy types, but the demo totally feels too repetitive. I hope Ninja Theory gets some feedback from the community and change some of these things in the final build.

/fingers crossed
 
Yeah, there are more aerial attacks than any previous Devil May Cry, but I suppose that's to be expected if you're encouraging people to stay in the air more often. I think it would get pretty repetitive if you didn't mix it up at all. Thankfully, you can finish combos with alternate weapons in the air as well. I did find myself dropping to the ground from time to time just to get some different moves in, but I'm not sure if I'd call that a problem. I'm sure we'll get more aerial combos in the full game, as well.
 
My biggest complaint with it isn't actually the repetitiveness since it got repetitive for me as the same rate the old DMC's did (since going through the same level 60 times will do that to you) it's as he said I cant practically juggle multiple enimies in the air unless I use Osiris air pause combo nothing else could keep multiple people up effectively. Unless Aquilas is way more effective for air juggling it seems that the air juggling will in a lot of ways be less effective then promised.
 
Also, Gregaman and Dom make the combos in DmC (specifically air juggles) look really really easy.

Turns out they're not :/
 
Also, Gregaman and Dom make the combos in DmC (specifically air juggles) look really really easy.

Turns out they're not :/

Hmm... no they are kinda easy once you know how it works... it's really not incredibly hard to keep combos in the air using Osiris forever until the enemy dies... you get little to no style but yeah...
 
The main point I hate is colour coded enemies and here is why, and I'm going to be harsh on this one.

So far It's done in an unimaginative way to add pointless difficulty that just breaks flow. A Blitz from DMC4 is a restricting type of enemy done right. The reason you have to use ranged on a Blitz instead of melee is completely understandable (It's got electricity all over it after all) and after weakening it you can use what ever you want because it's now stunned and can't keep it's little electric field up. Now, what's the logic behind using a Demon weapon against a hell spawn? Oh... err... It's red and that matches the colour of your weapon. Also since when was an Angel weapon the bane of ice? Surely the forces of hell are better at melting a bit of ice?

C'mon NT, you could have thought up better ideas. Why don't Demons have shields that protect better against the forces of Angel or Demon power? At least that way there is a better explanation to why you can't use other things and also gives you the opportunity to work around the shield skilfully and use whatever you please. Although... shields in this game do seem to be overused to the point I'm expecting every enemy in DMD mode to have this latest fashion piece, so maybe they decided to use the next best (Or more obvious) thing. OH WAIT... Colour coded enemies have shields as well as their magical colour coded aura... Now I just think they didn't even try to think up other methods.

I know arguably you could say the red around a hell spawn is a magical shield against anything other than demon power. But I can just say well why the fudge are their attacks fire based and the weapon to take them out is a demon weapon? It's the equivalent of trying to put out a fire with napalm.
(I could continue with harsh in detail reviewing but I'll stop for now, hopefully this doesn't cause a commotion :) )

Also nice vid :D
 
Yeah, that's pretty much my only gripe about this game.

I know they could at least make them attack-able with the other weapons but less effective or at least that you can still break through their defense with other weapons. Honestly, I think it would have been better if you had to attack blue with red and red with blue instead of matching it. But maybe that would have been too topsy turvy.
 
I still find complaints about attacks being easy to spam not really all that important, since all the DMCs had that. It's never about what attack is the strongest and works the best, it was about Style, wasn't it? Because spamming a move gets you nowhere in terms of Style :x

Kinda plays into what Tameem had said in response to a guy wanting a fix for his video of him spamming Angel Lift - the combat is about using variety to get high Style, you can spam a dominant strategy to get through if you want, but you're going to lose out on Style.

Aside from that, mostly good video, although trying to read and watch your examples was a little tough >.<

Oh, and what did you mean by the Style meter still being broken?
 
Nice review. Though I think the reason people say its repetitive is because this is a demo. In a demo you can't get everything at the beginning, other wise what would be the point of getting the full game?

Also I don't mind the color coded enemies, since its suppose to get new comers to use other weapons and experiment a little so that the game isn't patronized as being a "Button masher". Plus it's a lot of strategy to fight both red and blue enemies at once if they were all gathered. Constant weapon switching and all.

I guess a 6/10 is better then a 1 out of ten, though this was a demo so it's probably gonna be higher by the time the whole game releases.
 
The wall arent the best the thing to show for when limbo attacks you, you shoulda shown the part where the city starts to fall apart and get past the walls or the church since the ground will fall apart after a few seconds.
 
Well for the red and blue knights, we would have access to more weapons in the full game.
But I wish they could be damaged by rebellion at least.
 
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